Model reference · open weights
Matrix-Game-4.0 is an open-weight video model from Skywork. Matrix-Game-4.0 (BF16) weighs 30.0 GB; the smallest configuration that runs it is RTX 3060 12 GB.
For self-hosting, compare this build's requirements below with the GPU you plan to rent.
Summary of the Skywork/Matrix-Game-4.0 model card, 2026-10-15
What it is
| Released by | Skywork |
|---|---|
| Released | 2026-10-12 |
| VRAM | 30.0 GB for the weights |
What it runs on
| Card | Weights | Memory |
|---|---|---|
| RTX 3060 12 GB | tight (encoders offloaded) | 11.6 GB |
| RTX 4060 Ti 16 GB | fits (encoders offloaded) | 15.4 GB |
| RTX 3090 24 GB | fits (encoders offloaded) | 23.4 GB |
| RTX 4090 24 GB | fits (encoders offloaded) | 23.4 GB |
| RTX 5090 32 GB | tight | 31.0 GB |
| L40S 48 GB | fits | 44.0 GB |
| A100 80 GB | fits | 78.2 GB |
| H100 80 GB | fits | 78.1 GB |
| RTX PRO 6000 Blackwell 96 GB | fits | 93.8 GB |
| DGX Spark (GB10) 128 GB unified | fits | 107 GB |
| H200 141 GB | fits | 138 GB |
| B200 180 GB | fits | 176 GB |
From the model card
Scene-specialized causal video renderers for Medieval Castle, Ancient Egypt, and City Racing. An executable game determines gameplay, physics and input, while the model re-renders clean low-poly RGB. HUD and sound remain separate, frame-aligned presentation layers.
| Path | Contents |
|---|---|
fps-castle/ | Castle checkpoint, sink image and inference configuration |
fps-egypt/ | Ancient Egypt checkpoint, sink image and inference configuration |
driving_game/ | Racing checkpoint, sink image and inference configuration |
base/ | Full streaming TAEHV codec |
game/assets/ | Shooter geometry, character data, catalogs and combat sounds |
racing/assets/ | City map, routes, captions, vehicle audio and audio credits |
releases/ | Exact resource paths, byte lengths and SHA256 manifests |
Each scene checkpoint has 5,001,016,512 BF16 parameters. The weights require the Matrix-Game 4.0 inference source; they are not drop-in Diffusers pipelines. Training code and training data are not included. Shared encoders/codecs are installed once for all scenes. See game asset details.
Use the source release's manifest downloader with a pinned Hub commit revision
and --repo-id Skywork/Matrix-Game-4.0 --repo-type model for both model and
game-asset manifests. See releases/README.md in the source repository for exact
commands. A scene selection downloads that scene plus its shared dependencies.
The T5 encoder, tokenizer and Wan2.2 VAE are fetched directly from the official base-model repository. The manifest pins that revision and verifies every file's SHA256; no manual base-model download is needed. These shared files are not duplicated here.
The downloader maps Hub scene folders to the runtime paths
resources/models/castle/, resources/models/ancient-egypt/ and
resources/models/racing/. Do not infer the local directory layout from the
Hub folder names alone. The repo_path field in releases/models.json describes
this mapping. Both length and SHA256 are checked before a file is installed.
Use base/taew2_2.pth for the full streaming fast codec; a standalone decoder
file is not a replacement for its encoder. Use the exact shared files in the
manifest, not an arbitrary upstream version or Wan2.1's 16-channel VAE.
The models are specialized to the supplied low-poly scenes and camera profiles. Unseen geometry, rapid camera motion, occlusion and long sessions can cause appearance drift or geometry errors. Neural output does not change collision or gameplay. One-step/TAEHV and two-step/Wan have different quality and cost. There is no guaranteed frame rate, consumer-GPU memory fit, or exact scene reconstruction. This model card does not claim a performance benchmark.
Project scene weights, sink images and game assets: Apache-2.0, Skywork AI.
The shared Wan/umT5 resources retain their upstream Apache-2.0 terms:
Wan2.2-Fun-5B-Control,
umT5.
TAEHV is by Ollin Boer Bohan under MIT; see licenses/TAEHV-LICENSE and its
upstream repository.
Racing audio includes CC0 and CC BY 3.0 material; retain
racing/assets/audio/CREDITS.md. See THIRD_PARTY_NOTICES.md for code dependencies.
Quoted from the model card on Hugging Face. The full card is behind the Hugging Face link above.
How it works